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ZodiacKnight_QM

Rules/Character Sheet

Feb 6th, 2016
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  1. General Rules
  2.  
  3. Rolls are done by 3 people rolling 1d20, with the best roll taken. Critical fails override all rolls except for critical successes. Your character is defined by three mechanics, attributes, skills, and feats.
  4.  
  5. Attributes modify skills and basic rolls (breaking down a door would be a Strength check, for example). You gain 1 attribute point on level up, and can slowly train them in your spare time. Every 5 points you put into an attribute, you get a related feat for free.
  6.  
  7. Skills modify more specific rolls. You gain 5 skill points on level up and can train them in your spare time. The skills listed below are not the only skills – if you want to put skill points into something like medicine or blacksmithing, feel free.
  8.  
  9. Feats offer various bonuses. You gain a feat every even level, whenever you put 5 points into an attribute, or performing great deeds. Special clothing/artifacts can give you temporary feats.
  10.  
  11. Skill Descriptions
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  13. Melee (Strength) – Proficiency with melee weaponry
  14. Forging (Strength) – Basic blacksmithing
  15. Ranged (Dexterity) – Proficiency with ranged/thrown weaponry
  16. Driving (Dexterity) – Driving any land vehicle (water vehicles take -2 penalty, air vehicles require additional training)
  17. Unarmed (Toughness) – Proficiency with unarmed fighting/weaponry
  18. Concentration (Toughness) – Resist pain/psychic attacks
  19. Lore (Wits) – Magical knowledge beyond a standard Knight education
  20. Knight’s Nose (Wits) – Your ability to smell magic
  21. Persuade (Charm) – Convince someone
  22. Intimidate (Charm) – Scare someone
  23.  
  24. James Hart (Level 3 Human Knight)
  25.  
  26. Strength: 2
  27. Dexterity: 3
  28. Toughness: 5
  29. Wits: 3
  30. Charm: 2
  31.  
  32. Melee (S): 2
  33. Forging (S): 2
  34. Ranged (D): 6
  35. Driving (D): 3
  36. Unarmed (T): 5
  37. Concentration (T): 5
  38. Lore (W): 5
  39. Knight’s Nose (W): 8
  40. Persuade (C): 2
  41. Intimidate (C): 2
  42.  
  43. Bloodhound (I) - Knight's Nose range increased to 20 ft.
  44. Stand Strong – When resisting a charging enemy, crit range increased to 18-20
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